Jezuro
BI Developer-
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Everything posted by Jezuro
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BIS_fnc_arsenal_data
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Not at this point.
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Currently I think there's no way to prevent this except maybe not having water surface between sectors, or adding another sector on land to link these two to avoid the golf. In the future this will hopefully be fixed by a more robust fat travel location calculations.
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That is included, yes.
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Hotfix was just released. *edit: Full Warlords-related changelog here:
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https://community.bistudio.com/wiki/drawIcon3D
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There is a bug currently which limits the AI's purchasing tables but it will be fixed in a patch.
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This is not due to a missing airstrip as far as I know, rather an incorrectly configured one. This error will be fixed in a patch early next week.
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Alright here is a changelog of a new version currently being tested internally. PLEASE KEEP IN MIND THAT NOT ALL OF THESE CHANGES HAVE TO MAKE IT INTO STABLE IF WE FIND OUT A PROBLEM RELATED TO SOME OF THEM [PUBLIC]Changed: Warlords - Airdrop on player's location is now much more expensive [PUBLIC]Added: Warlords - Players now have the ability to get rid of their purchased vehicles via Action menu [PUBLIC]Changed: Warlords - Individual players can not have more than 20 active assets at a time (this includes vehicles, aircraft, ships, static defences and ammoboxes). Infantry limits remain the same. [PUBLIC]Fixed: Warlords - Players can now dismiss even AI subordinates that they already had in their group when joining to the game [PUBLIC]Fixed: Warlords - Players no longer retain the waypoints assigned to their group prior to joining the game [PUBLIC]Added: Warlords - Team killing penalty. For every 3 friendly kills, players suffer a 60 seconds black screen without the ability to use weapons followed by a forced respawn. This persists through disconnecting and reconnecting to a server. [PUBLIC]Changed: Warlords - Sector scan cost raised to 350 CP [PUBLIC]Fixed: Warlords - Warlords would not start properly on maps with unusually defined runways [PUBLIC]Fixed: Warlords - Planes should zero in on their approach vectors more quickly [PUBLIC]Changed: Warlords - Static weapons and ammoboxes are now deleted after a substantial timeout (3 times normal vehicle time removal timeout) [PUBLIC]Changed: Warlords - Destroyed vehicles are now deleted much sooner [PUBLIC]Changed: Warlords - A sector with an unusable airstrip was removed from the Whole Altis scenario [PUBLIC]Changed: Warlords - Molos airfield sector has now lower CP income and is more heavily defended [PUBLIC]Changed: Warlords - Additional assets added to the Request tables, some asset costs tweaked as well
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When you say "it's not working," it doesn't help much. HOW is it not working? What is happening?
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Pacific faction units can be easily made available by using asset list A3PacificAll.
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Well yes, but that's not what was asked I believe.
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Nope. There have been some issues with the implementation so the support was discontinued.
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Not possible without some scripting currently.
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Can you send me the scenario with the description.ext containing your asset list so we can see what's wrong?
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They are on their way.
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Only one way to find out I guess, maybe @Dwarden would be able to tell you the configuration that has been used for the 40v40 event.
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Please read the instructions carefully. You need to create a separate file called description.ext in the scenario folder. Also, you're missing the asset definitions for OPFOR. You're not supposed to just copypaste the file as it is, you need to fill it with your data.
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As mentioned on discord: A Warlords-specific teamkilling penalty system will make it in the game in the next update along with a way to prevent massive asset airdrops.
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Those are mainly spawns checking for various scan calls etc. There are a couple running for each individual sectors, plus various other looped stuff. The processing load should be negligible. Warlords goes through various config classes at the start to set up Arsenal and available uniforms. The enum error is new to me.
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Yes. You can run it in MP from the editor via menu Play > Play in multiplayer.
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This is the place to do so. No problem at all.
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Hello, most of these issues have been already addressed in the code, we'll release an update as soon as we can.
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Changing the config class in the init module will do the trick.